|
Quote: |
|
|
|
|
Originally Posted by hanzsomehanz |
|
|
|
|
|
|
|
|
Hey Quan, any information on your penalty sliders? I know in NCAA penalty sliders influence the gameplay and animations.
A little bio on myself, I too have played at the semi-pro level with some guys who played in the pros. I have experience at WR and DB so I'm very keen on analyzing the 'island' I've never played LB at a high level but have played the position - I think you have that covered. I wanted to know what your coverage was on the passing game? How did you justify the QB mechanics?
I like your mentioning of practice versus game-time regarding kickers/punters - do you have the same views for QB's? My critical eye is very watchful of how DB's react to those DBL routes and I just seen a flea flicker completed today in the Jets/Bills game which I will be using in the lab to see how well that play and combo route plays develop with these slider.
|
|
|
|
|
|
Just wrote a long analysis on how I came up with my sliders for the "passing game" and it didn't even go through...ughhhhhhhhh!!! lol
Ok, I'm going to make it shorter this time but I will still give my overall concept.
With the "passing game" I decided on my "reaction time" slider by observing the literal reactions of safties and corners in the game (video game). What I observed was that when the "reaction time" slider was set to a 47 or lower (with regards to man coverage) a defensive player, no matter what his position, who had a man coverage rating of 75 or lower was not able to stay with a receiver with decent route running (80 or higher).
Though this may sound like a good thing it will lead to an easy "passing game" for both the user and cpu. Now, bumping it up to a 48 does help but I have observed also that when put on an island even good corners in man coverage (85 man coverage rating) do basically nothing in response to a jump ball situation or at least very little on most occasions. By bumping it up to 49 what I have seen was corners and safties overall making plays on the ball and the good ones making even impressive plays at times (85 man coverage rating), and zone also holds up well for the most part with the exception of a defensive end in coverage (which is real because d-ends are not that good in zone).
Now, regarding my perspective on quarterback "mechanics" with regards to Madden. I have found that by putting the "accuracy" rating at 53 (combined with the passing defensive sliders) you have very good quarterback play, but not just good but real.
For example, a quarterback may at times actually "throw away" the ball when the coverage is holding up too well making it a risk to throw into coverage. What I mean is that quarterbacks do not necessarily use the "throw away control" but when throwing to a receiver with a few guys on top of him (receiver) the quarterback will attempt to do what coaches tell quarterbacks to do on a lot of throws (you should understand this) and that is "throw the ball where only the receiver can get it" but depending on the quarterbacks "accuracy" rating in Madden he may just end up not only throwing it away from the defender but his own receiver (which is very real as it happens all the time in the NFL).
Ultimately this equates to a very good but very "real" passing game along with how I set up my sliders for "pass protection vs pass rush" it all harmonizes into a fun experience. quarterbacks are not superhuman but you very well need to be attentive when playing defense which is what playing defense is all about...being engaged. Thanks for asking.